Sidewinder (LWOTC)

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Sidewinderactual.jpg

The Sidewinder are a Viper variant that is far more mobile and slippery in exchange for some offensive power.

The Sidewinder is a viper variant that is far more agile, making them more mobile and dodgey targets. In exchange with a much lighter body, they lose some offensive power, having slightly lower aim and using an SMG-like weapon is far less effective at range. A more agile body also makes them incapable of binding targets but instead are capable of scaling buildings sliding along walls to reach higher elevations. Along with their new gain mobility, they also gain Shadowstep making them completely ignore any reaction moves. As Sidewinder improves, they gain better capabilities to reach our flanks while also taking advantage of it with Hit and Slither. Similar to the Vipers, they are immune to poison.

Sidewinder (Rank 1)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 5 0 60 0 33 0 10 15 50 8
Veteran 6 0 65 0 33 0 15 15 55 8
Commander 6 0 70 10 40 0 15 15 55 8
Legend 7 0 70 10 40 0 15 15 60 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Sidewinder Scramgun 4 - 7 2 3 Flank Aim Bonus: 5
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 1 2 2 2 2 1 0 0 0 0 0 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 1 3 5 5 5 5 5 3 2 1 0 0 0 0 0
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.

33% chance of applying after completion
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Sidewinder Serpens (Rank 2)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 7 0 65 0 33 5 15 16 68 8
Veteran 8 0 70 10 33 5 20 16 72 8
Commander 8 0 75 10 40 10 20 16 72 8
Legend 9 0 75 10 40 10 20 16 72 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Sidewinder Scramgun 4 - 8 3 3 Flank Aim Bonus: 5
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 1 2 2 2 2 1 0 0 0 0 0 0
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 1 3 5 6 7 7 5 5 5 5
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Hit and Slither
XCOM2 infoIcon custom 1.png
Once per turn, gain a movement action after taking a standard shot against a flanked or exposed target with your primary weapon
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.

33% chance of applying after completion
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Sidewinder Elite (Rank 3)

Difficulty Health
Health
Armor
Armor
Aim
Aim
Crit Chance
Crit Chance
Flanking Crit Chance Bonus
Flanking Crit Chance Bonus
Defense
Defense
Dodge
Dodge
Mobility
Mobility
Will
Will
Detection Radius
Detection Radius (tiles)
Rookie 10 0 70 10 40 10 20 16 85 8
Veteran 12 0 75 15 40 10 25 18 90 8
Commander 12 0 80 15 50 15 25 18 90 8
Legend 12 0 80 15 50 15 25 18 95 9
Weapon Damage
Damage
Crit Damage
Crit Damage
Clip Size
Clip Size
Other
Sidewinder Scramgun 4 - 9 3 3 Flank Aim Bonus: 5
Max Units in Pod = 4
Force Level 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20
Leader Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 1 2 2 2 2 2 2
Follower Spawn Weight 0 0 0 0 0 0 0 0 0 0 0 0 0 0 0 1 4 6 8 8
Abilities and Tactical Upgrades
Poison Spit
* This ability costs 1-action, is non-turn ending and is usable once per mission * This ability has a range of 12 tiles and hits in a 4 tile radius.
Spit a deadly poison, that poisons any targets within the area and leaves a poison cloud that lasts 3-turns.
Shadowstep
*A soldier with Shadowstep will not trigger Overwatch shots or Suppression fire, but they will be unable to draw Overwatch fire away from their teammates. *This ability cannot be disabled in any way.
This soldier does not trigger overwatch or reaction fire.
Hit and Slither
XCOM2 infoIcon custom 1.png
Once per turn, gain a movement action after taking a standard shot against a flanked or exposed target with your primary weapon
Hunter's Instincts
*Ranged attacks against flanked enemies deal +2 damage.
Ranged attacks against flanked enemies deal +2 damage.
Poison Immunity
XCOM2 infoIcon custom 1.png
Immune to poison
Infighter
*Gain 40 dodge against attacks within four tiles. *Dodge bonus also applies to melee attacks. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 40 dodge against attacks within four tiles.
Center Mass
*You do one additional point of base damage with your primary weapon, pistols or a sawed-off shotgun.
You do one additional point of base damage when using guns.

16% chance of applying after completion
Will To Survive
*Enemy damage is reduced by 1 when in cover and attacked through that cover. *Cover against explosives and other indirect attacks is calculated from the point of the explosion. *Armor piercing effects do not eliminate this bonus. *This unit also permanently gains 5 will. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Enemy damage is reduced by 1 when in cover and attacked through that cover. Also grants 5 will.

15% chance of applying after completion
Lethal
*You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.
You do 2 additional points of base damage and 1 additional point(s) of bonus critical damage with your primary weapon.

8% chance of applying after completion
Hard Target
*Gain 5 dodge per enemy you can see, up to a maximum of +30. *Units visible at squadsight ranges do not confer bonus. *This ability does not provide defensive bonuses if the unit is disoriented, stunned, panicking, on fire or otherwise impaired.
Gain 5 dodge per enemy you can see, up to a maximum of +30.

25% chance of applying after completion


Tips

  • Like most flankable units, they will ideally try to find reasonable cover whenever flanked. This can be taken advantage of if you want to force enemies to move. Though this is much less effective as Shadowstep prevents a lot of available tools that can take advantage of forcing enemies to move.
  • Poison Spit can easily be negated by simply carrying a medikit which grants poison immunity. This immunity can also block the initial poison when spat at, wasting their turn. While Viper's can sometimes spit at a single target, if you group multiple units closeby with immunity it will encourage the viper to spit but is then wasted as you can't be affected.
  • Sidewinders are incredibly mobile and have various bonuses when targeting flanked units that can be very dangerous. It is best to keep an eye on their position as well as yours so that they do not become big threats while also being difficult to rid of.
  • While Shadowstep prevents reaction moves from trigger, Suppression is unique in that it can still trigger but it will deal no damage due to the effective immunity. Instead the shot still fires and calculates regularly which can have a chance to apply a status effect such as burning with Dragon Rounds.